If I may make a recommendation, you should try to familiarize yourself with JBeam early, before exporting the final model. Many users who start vehicles for BeamNG end up quitting at the JBeaming stage because they put a great deal of time and effort into modeling and texturing the vehicle, and are taken aback when they see what work they need to put into it yet. I'd just look through the wiki, and try making a few basic JBeam objects of increasing complexity. Toy around with it. Get familiar. And perhaps that awesome model can avoid the aforementioned fate. Also, you may want to add a few extra edge loops to areas with exceptionally stretched rectangles. It will help with deformation.
Maybe you could make a vertical tube as barrier, to simulate a tree collision. I've seen videos where they use those for side impact testing. Looks nice, I think I could use it for crash-testing my mods.
I will start looking into JBeam and hopefully after I learn the basics this could become drivable in game at some point. Thanks for the tips
Modelled the double wish-bone suspension and coil over recently. For the Daimler Ferret model I have started.
That is the idea. I have done a little bit of JBeam, but a long way off making one for something like this.
Son of a bitch. Goddammit why is yours so much better XD. http://www.beamng.com/threads/8856-IIHS-Crash-Cart
nice model but how are you going ot make the car in game because trucks have different coding than cars since they have 6 wheels
Slowly going places... As you can see here, I've utilized the parts system to select between trim levels (for the 3 door Trueno/Levin, there are 3. GT-Apex, GTV [AE86] and SR [AE85]). Essentially, each trim level will use different jbeam parts and meshes where necessary. Some parts will also be specific to trim levels (e.g, the 3A-U will only be available on the SR option). Common parts such as the suspension will be shared. Currently the jbeam is just a placeholder, as is the mesh, to test the concept, so hopefully I can start a jbeam tomorrow (or today, considering it's midnight). Also, here's some reflection tests I did in Unity. I think I've gotten out all of the reflection errors, you can see the smooth reflection around the fender flares, even the fuel door on the driver side causes no problems I think I'm beginning to see the end of this model at last, I believe all of the major inconsistencies with the real AE86 have been ironed out (If you can still see something wrong, please let me know, or forever live with an inaccurate model), so it's just some small details to the interior and engine left to do. And of course, the textures... Almost forgot, there is still the Levin, 2 door and Kouki versions to do. And a crap ton of tuning bits and special versions. Lots of fun....
Bud it's a work in progress it looks like he doesn't have much suspension work done yet. It will easily turn once he has written the jbeam for it. Beep Beep, Tapatalk coming through..
Turning eh. I suppose I'll have to whip up a steering jbeam to do that. Tricky stuff... Before that though, it'll need suspension, which you seem to like a lot
currently converting the Landstalker from GTA4, is currently not ingame as I am taking the body apart into single objects